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Fix emissive mesh layer mask behaviour #1062

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Jul 2, 2020
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -710,6 +710,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed Sorting Priority not displayed correctly in the DrawRenderers custom pass UI.
- Fixed glitch in Project settings window when selecting diffusion profiles in material section (case 1253090)
- Fixed issue with light layers bigger than 8 (and above the supported range).
- Fixed issue with culling layer mask of area light's emissive mesh

### Changed
- Improve MIP selection for decals on Transparents
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Original file line number Diff line number Diff line change
Expand Up @@ -2507,6 +2507,11 @@ void OnValidate()

RefreshCachedShadow();

if (emissiveMeshRenderer != null && !emissiveMeshRenderer.Equals(null))
{
emissiveMeshRenderer.gameObject.layer = m_AreaLightEmissiveMeshLayer;
}

#if UNITY_EDITOR
// If modification are due to change on prefab asset, we want to have prefab instances to self-update, but we cannot check in OnValidate if this is part of
// prefab instance. So we delay the check on next update (and before teh LateUpdate logic)
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